【特权优化】特权任务在关卡界面增加快捷入口
parent
da17fb96ed
commit
aecc6eb692
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@ -127,7 +127,6 @@ function FightPointPassMainPanel:InitComponent()
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this.getRewardButton = Util.GetGameObject(self.gameObject, "Bg/RightDown/mainTask/getRewardButton")
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this.getRewardButton = Util.GetGameObject(self.gameObject, "Bg/RightDown/mainTask/getRewardButton")
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this.mainTaskGRewardImage = Util.GetGameObject(self.gameObject, "Bg/RightDown/mainTask/getRewardButton/getRewardImage")
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this.mainTaskGRewardImage = Util.GetGameObject(self.gameObject, "Bg/RightDown/mainTask/getRewardButton/getRewardImage")
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this.mainTaskJumpImage = Util.GetGameObject(self.gameObject, "Bg/RightDown/mainTask/getRewardButton/jumpImage")
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this.mainTaskJumpImage = Util.GetGameObject(self.gameObject, "Bg/RightDown/mainTask/getRewardButton/jumpImage")
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this.mainTask:SetActive(false)
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this.GuideEffectGo = poolManager:LoadAsset("GuideEffect", PoolManager.AssetType.GameObject)
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this.GuideEffectGo = poolManager:LoadAsset("GuideEffect", PoolManager.AssetType.GameObject)
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this.GuideEffectGo.transform:SetParent(this.mainTaskGRewardImage.transform)
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this.GuideEffectGo.transform:SetParent(this.mainTaskGRewardImage.transform)
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@ -300,6 +299,16 @@ function FightPointPassMainPanel:BindEvent()
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UIManager.OpenPanel(UIName.FightLevelChapterPanel)
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UIManager.OpenPanel(UIName.FightLevelChapterPanel)
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end)
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end)
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Util.AddClick(this.getRewardButton, function()
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local t, task = VipManager.GetVipTaskShowInFight()
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if t == 1 and task.state == VipTaskStatusDef.NotFinished then
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local taskConfigInfo = ConfigManager.GetConfigData(ConfigName.TaskConfig, task.missionId)
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JumpManager.GoJump(taskConfigInfo.Jump[1])
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else
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UIManager.OpenPanel(UIName.VipPanelV2)
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end
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end)
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BindRedPointObject(RedPointType.DailyTaskMain, this.dailyRedPoint)
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BindRedPointObject(RedPointType.DailyTaskMain, this.dailyRedPoint)
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BindRedPointObject(RedPointType.SecretTer_IsCanFight, this.fightRP)
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BindRedPointObject(RedPointType.SecretTer_IsCanFight, this.fightRP)
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BindRedPointObject(RedPointType.XiaoYaoYouRedPoint, this.xiaoyaoRedPoint)
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BindRedPointObject(RedPointType.XiaoYaoYouRedPoint, this.xiaoyaoRedPoint)
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@ -338,6 +347,7 @@ function FightPointPassMainPanel:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.Mission.GetOpenServerRewardRefreshFightPoint, this.UpdateOpenSeverWelfare)
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Game.GlobalEvent:AddEvent(GameEvent.Mission.GetOpenServerRewardRefreshFightPoint, this.UpdateOpenSeverWelfare)
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Game.GlobalEvent:AddEvent(GameEvent.Player.OnShowBattleUpLvTip, this.RefreshBattleUpLvTip)
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Game.GlobalEvent:AddEvent(GameEvent.Player.OnShowBattleUpLvTip, this.RefreshBattleUpLvTip)
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Game.GlobalEvent:AddEvent(GameEvent.Player.OnPlayerLvChange, this.SetFightBtnText)
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Game.GlobalEvent:AddEvent(GameEvent.Player.OnPlayerLvChange, this.SetFightBtnText)
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Game.GlobalEvent:AddEvent(GameEvent.Vip.OnVipTaskStatusChanged, this.refreshVipTask)
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end
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end
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--移除事件监听(用于子类重写)
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--移除事件监听(用于子类重写)
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@ -351,6 +361,7 @@ function FightPointPassMainPanel:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.Mission.GetOpenServerRewardRefreshFightPoint, this.UpdateOpenSeverWelfare)
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Game.GlobalEvent:RemoveEvent(GameEvent.Mission.GetOpenServerRewardRefreshFightPoint, this.UpdateOpenSeverWelfare)
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Game.GlobalEvent:RemoveEvent(GameEvent.Player.OnShowBattleUpLvTip, this.RefreshBattleUpLvTip)
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Game.GlobalEvent:RemoveEvent(GameEvent.Player.OnShowBattleUpLvTip, this.RefreshBattleUpLvTip)
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Game.GlobalEvent:RemoveEvent(GameEvent.Player.OnPlayerLvChange, this.SetFightBtnText)
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Game.GlobalEvent:RemoveEvent(GameEvent.Player.OnPlayerLvChange, this.SetFightBtnText)
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Game.GlobalEvent:RemoveEvent(GameEvent.Vip.OnVipTaskStatusChanged, this.refreshVipTask)
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end
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end
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--界面打开时调用(用于子类重写)
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--界面打开时调用(用于子类重写)
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@ -442,7 +453,31 @@ function FightPointPassMainPanel:OnShow()
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-- 刷新一次编队战斗力
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-- 刷新一次编队战斗力
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FormationManager.RefreshMainFormationPower()
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FormationManager.RefreshMainFormationPower()
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PatFaceManager.RefreshPatface()
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PatFaceManager.RefreshPatface()
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-- 刷新任务显示
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this.refreshVipTask()
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end
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end
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-- 刷新任务显示
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function this.refreshVipTask()
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local t, task = VipManager.GetVipTaskShowInFight()
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-- 满级后不再显示
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this.mainTask:SetActive(t ~= -1)
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if t == 0 then
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-- 能激活时显示激活特权
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this.titleText.text = "前往升级特权"
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this.progressText.text = ""
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elseif t == 1 then
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-- 不能激活时显示任务
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local taskConfigInfo = ConfigManager.GetConfigData(ConfigName.TaskConfig, task.missionId)
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this.titleText.text = GetLanguageStrById(taskConfigInfo.Desc)..string.format("(%s/%s)", task.progress, taskConfigInfo.TaskValue[2][1])
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this.progressText.text = ""
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this.mainTaskGRewardImage:SetActive(task.state ~= VipTaskStatusDef.NotFinished)
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this.mainTaskJumpImage:SetActive(task.state == VipTaskStatusDef.NotFinished)
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end
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end
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--寻宝显示
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--寻宝显示
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function this.UpdateFindTreasureMaterialNum()
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function this.UpdateFindTreasureMaterialNum()
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local mazeTreasureMax = ConfigManager.GetConfigData(ConfigName.PlayerLevelConfig,PlayerManager.level).MazeTreasureMax
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local mazeTreasureMax = ConfigManager.GetConfigData(ConfigName.PlayerLevelConfig,PlayerManager.level).MazeTreasureMax
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@ -657,11 +692,11 @@ end
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--界面销毁时调用(用于子类重写)
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--界面销毁时调用(用于子类重写)
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function FightPointPassMainPanel:OnDestroy()
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function FightPointPassMainPanel:OnDestroy()
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orginLayer=0
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invadeMonster:OnDestroy()
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invadeMonster:OnDestroy()
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this.spLoader:Destroy()
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this.spLoader:Destroy()
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poolManager:UnLoadAsset("GuideEffect", this.GuideEffectGo, PoolManager.AssetType.GameObject)
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-- poolManager:UnLoadAsset("GuideEffect", this.GuideEffectGo, PoolManager.AssetType.GameObject)
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poolManager:UnLoadAsset("GuideEffect", this.GuideJumpEffectGo, PoolManager.AssetType.GameObject)
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-- poolManager:UnLoadAsset("GuideEffect", this.GuideJumpEffectGo, PoolManager.AssetType.GameObject)
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poolManager:UnLoadLive(fightAnimRes, this.animGo, PoolManager.AssetType.GameObject)
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poolManager:UnLoadLive(fightAnimRes, this.animGo, PoolManager.AssetType.GameObject)
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SubUIManager.Close(this.UpView)
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SubUIManager.Close(this.UpView)
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SubUIManager.Close(this.BtView)
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SubUIManager.Close(this.BtView)
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@ -1,4 +1,4 @@
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JumpManager = {};
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JumpManager = {};
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local this = JumpManager
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local this = JumpManager
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local JumpConfig=ConfigManager.GetConfig(ConfigName.JumpConfig)
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local JumpConfig=ConfigManager.GetConfig(ConfigName.JumpConfig)
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function this.Initialize()
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function this.Initialize()
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@ -242,10 +242,14 @@ local jumpDic = {
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UIManager.OpenPanel(UIName.GoodFriendMainPanel,nil,data[1])
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UIManager.OpenPanel(UIName.GoodFriendMainPanel,nil,data[1])
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end,
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end,
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[JumpType.Level] = function(data)--关卡
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[JumpType.Level] = function(data)--关卡
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UIManager.CloseAllStack(true)
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local openPanle
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local openPanle
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openPanle = UIManager.OpenPanel(UIName.FightPointPassMainPanel)
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if UIManager.IsTopShow(UIName.FightPointPassMainPanel) then
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openPanle = UIManager.GetOpenPanel(UIName.FightPointPassMainPanel)
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else
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UIManager.CloseAllStack(true)
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openPanle = UIManager.OpenPanel(UIName.FightPointPassMainPanel)
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end
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if openPanle then
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if openPanle then
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openPanle.ShowGuideGo(data[1])
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openPanle.ShowGuideGo(data[1])
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end
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end
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@ -505,4 +505,41 @@ function this.GetCurMinCanGetRewardLevel()
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end
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end
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return math.min(VipManager.GetVipLevel() + 1, VipManager.GetMaxVipLevel())
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return math.min(VipManager.GetVipLevel() + 1, VipManager.GetMaxVipLevel())
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end
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end
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-- 获取挂机界面显示内容
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function this.GetVipTaskShowInFight()
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-- 满级
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if this.GetVipLevel() >= this.GetMaxVipLevel() then
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return -1
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end
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local taskListInfo = TaskManager.GetTypeTaskList(TaskTypeDef.VipTask)
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local isfinish = true
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local isGetReward = 0
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for i = 1, #taskListInfo do
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-- 不是回收状态则未完成
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if taskListInfo[i].state ~= VipTaskStatusDef.Received then
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isfinish = false
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end
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-- 找到第一个未领取的奖励
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if isGetReward == 0 then
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if taskListInfo[i].state == VipTaskStatusDef.NotFinished then
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isGetReward = i
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end
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end
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-- 找到第一个可领取的奖励
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if taskListInfo[i].state == VipTaskStatusDef.CanReceive then
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isGetReward = i
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break
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end
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end
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-- 激活
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if isfinish then
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return 0
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else
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return 1, taskListInfo[isGetReward]
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end
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end
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return this
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return this
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